Difference between revisions of "Civilized Areas"

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= World map =
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= Zones =
  
(WIP)
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The world is subdivided into 8 '''Zones''', in which every town, intersection, and connecting roads can be found. They are simply named after their geographic location on the overall world map.
  
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{| class="wikitable sortable"
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! Map !! Zone !! Towns !! Intersections
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| [[File:World Map chunk1.jpg|150px]] || span style="background:#9b583f"|'''Northwestern Zone (NWZ)''' || [[Alba Radium]]<br/>[[Fort Phantom]]<br/>[[Raven City]]<br/>[[Roazon]]<br/>[[Station Delta]]<br/> || [[Intersection 01]]<br/>[[Intersection 04]]
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|-
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| [[File:World Map chunk2.jpg|150px]] || span style="background:#758dff"|'''Northern Zone (NZ)''' || ? || ?
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|-
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| [[File:World Map chunk3.jpg|150px]] || span style="background:#00a100"|'''Northeastern Zone (NEZ)''' || ? || ?
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|-
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| [[File:World Map chunk4.jpg|150px]] || span style="background:#e7e7e7"|'''Western Zone (WZ)''' || ? || ?
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|-
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| [[File:World Map chunk5.jpg|150px]] || span style="background:#f0f89d"|'''Central Zone (CZ)''' || ? || ?
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|-
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| [[File:World Map chunk6.jpg|150px]] || span style="background:#9deeff"|'''Eastern Zone (EZ)''' || ? || ?
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|-
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| [[File:World Map chunk7.jpg|150px]] || span style="background:#ff8589"|'''Southern Zone (SZ)''' || ? || ?
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|-
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| [[File:World Map chunk8.jpg|150px]] || span style="background:#b640ff"|'''Southeastern Zone (SEZ)''' || ? || ?
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= Towns =
 
= Towns =
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All towns are modeled on the same basic layout and are distinguished from intersections by the presence of a town gate; a room that separates the town proper from the access points into the UA. All towns are guaranteed to have certain "basic" facilities, considered necessary for servicing a permanent population; these include a power generator, a water processing facility, some form of food production, a hospital, residential areas, a shop hub, a central social square, and some type of special facility. The exact quantity and types of facilities available may vary by town.
 
All towns are modeled on the same basic layout and are distinguished from intersections by the presence of a town gate; a room that separates the town proper from the access points into the UA. All towns are guaranteed to have certain "basic" facilities, considered necessary for servicing a permanent population; these include a power generator, a water processing facility, some form of food production, a hospital, residential areas, a shop hub, a central social square, and some type of special facility. The exact quantity and types of facilities available may vary by town.
  
A town may also be considered to be either '''neutral / non-aligned''' or '''faction-aligned'''. Non-aligned towns usually have a certain degree of independence, as well as a diverse population. Faction-aligned towns are under the total control of one of the Mazes' major [[factions]], and their special facility, local laws and population will generally reflect that.
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A town may also be considered to be either '''neutral / non-aligned''' or '''faction-aligned'''. Non-aligned towns usually have a certain degree of independence, as well as a diverse population. Faction-aligned towns are under the total control of one of the Mazes' major [[factions]], and their special facility, local laws, and population will generally reflect that.
  
 
Town local laws may also fall under one of two broad categories; '''[[Standard Law]]''' or '''Independent'''. Towns that follow Standard Law benefit from the ability to call the [[Maze Police]] for protection from criminals and processing of prisoners, whereas Independent towns generally manage their own safety and process their prisoners however they see fit, either in accordance to the mayors, or the faction governing them, if faction-aligned.
 
Town local laws may also fall under one of two broad categories; '''[[Standard Law]]''' or '''Independent'''. Towns that follow Standard Law benefit from the ability to call the [[Maze Police]] for protection from criminals and processing of prisoners, whereas Independent towns generally manage their own safety and process their prisoners however they see fit, either in accordance to the mayors, or the faction governing them, if faction-aligned.
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In total, there are '''61''' towns in the Mazes.
 
In total, there are '''61''' towns in the Mazes.
 
* '''[[List of Towns]]'''
 
  
  
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In total, there are '''29''' intersections in the Mazes.
 
In total, there are '''29''' intersections in the Mazes.
 
* '''[[List of Intersections]]'''
 
  
 
[[Category:Locations]]
 
[[Category:Locations]]

Revision as of 12:55, 22 October 2020

Navigation: Main Page Civilized Areas




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The Civilized Areas (capitalization optional; sometimes shortened to CA or CAs) is the collective name given to all settlements in the Mazes, as they are permanently occupied by a significant population of sapient creatures. Anything that is not part of the Civilized Areas is instead part of the Uncivilized Area (the UA).


Zones

The world is subdivided into 8 Zones, in which every town, intersection, and connecting roads can be found. They are simply named after their geographic location on the overall world map.

Map Zone Towns Intersections
World Map chunk1.jpg Northwestern Zone (NWZ) Alba Radium
Fort Phantom
Raven City
Roazon
Station Delta
Intersection 01
Intersection 04
World Map chunk2.jpg Northern Zone (NZ)  ?  ?
World Map chunk3.jpg Northeastern Zone (NEZ)  ?  ?
World Map chunk4.jpg Western Zone (WZ)  ?  ?
World Map chunk5.jpg Central Zone (CZ)  ?  ?
World Map chunk6.jpg Eastern Zone (EZ)  ?  ?
World Map chunk7.jpg Southern Zone (SZ)  ?  ?
World Map chunk8.jpg Southeastern Zone (SEZ)  ?  ?

Towns

A town is a large settlement in the Mazes, with a relatively large permanent population.

All towns are modeled on the same basic layout and are distinguished from intersections by the presence of a town gate; a room that separates the town proper from the access points into the UA. All towns are guaranteed to have certain "basic" facilities, considered necessary for servicing a permanent population; these include a power generator, a water processing facility, some form of food production, a hospital, residential areas, a shop hub, a central social square, and some type of special facility. The exact quantity and types of facilities available may vary by town.

A town may also be considered to be either neutral / non-aligned or faction-aligned. Non-aligned towns usually have a certain degree of independence, as well as a diverse population. Faction-aligned towns are under the total control of one of the Mazes' major factions, and their special facility, local laws, and population will generally reflect that.

Town local laws may also fall under one of two broad categories; Standard Law or Independent. Towns that follow Standard Law benefit from the ability to call the Maze Police for protection from criminals and processing of prisoners, whereas Independent towns generally manage their own safety and process their prisoners however they see fit, either in accordance to the mayors, or the faction governing them, if faction-aligned.

Certain towns may also be ghost towns; they have no permanent population and their facilities are usually nonfunctional, but certain specific circumstances have prevented the town from falling to the UA, keeping their layout coherent.

In total, there are 61 towns in the Mazes.


Intersections

An intersection is a small settlement in the Mazes.

Intersections are small and possess few facilities, with a generally low permanent population count. They do not possess a town gate or any means to produce their own food, water, power, or supplies. However, as their name implies, they are usually located at strategic points in the Mazes, usually at a crossroads between four (sometimes three) other towns or intersections.

An intersection is guaranteed to have a rest stop, a bar, a convenience store, and some form of security. The primary function of an intersection is to provide a reliable, relatively safe area for travelers so that they can stop, rest, and restock on essentials such as food and ammunition before continuing on their journey. They can also serve as semi-permanent shop hubs, where traders sometimes install themselves to sell their wares to passing travelers until their stocks are depleted; at which point they leave, and the shops are closed until they return (or a new trader replaces them).

In total, there are 29 intersections in the Mazes.